HumanRaceContentAnalysis

=Board Game Content Analysis=


 * Back to** The Human Race

Think about the content that you're interested in teaching and break it down into the eight content types in the table below.

The smallest unit of information || * Historical pattern Categories of things with a common name and critical attributes || * Cause-effect relationships in world history. If-Then relationships between concepts || * Societies who have developed or adopted technology have gained an economic advantage over other societies. Step by step actions in a series || * Steps taken when societies face challenges. Natural or routine sequences of events || * Steps towards modernization - the steps societies take to develop economic prosperity. This is not necessarily a step-by-step model, but a process. Unpredictable happenings || * What ifs of history - What if one choice is taken over the other? What if societies decide to go to war rather than negotiate or appease rather than pre-empt? The backdrop for all the content || * Developments in world history from 4000 BCE to 2000 || The game board and the patterns in the game have historical parallels. || The roles or points of view from which people look at and interact with this content || * All players start from the same vantage point, but that will change as players move through the board. The situations they find themselves in compared to other players should influence their decisions and game play. || Different players facing changing, random scenarios. ||
 * ~ Content Type ||~ Content Elements ||~ Game Elements ||
 * ===Facts===
 * Industrial Revolution
 * World War I
 * Agricultural societies
 * Conflict between empires || The turning points on the game board are based on historical events and patterns. The fate cards also based on these historical events. ||
 * ===Concepts===
 * Agricultural surplus leading to the rise of cities.
 * Patterns of growing empires.
 * Effects of overpopulation, war.
 * decisions facing developing societies. || Scenarios on the "Innovation" "Turning Point" and "Fate" cards. ||
 * ===Principles===
 * Larger armies do not always win wars.
 * If economic, political and social conditions are right, revolutions can erupt.
 * Early exposure to diseases benefited groups in later stages of human society. || Players will have to make choices based on their in-game situation at the time they draw cards (turning points, innovation, immunity pegs) ||
 * ===Procedures===
 * Making financial decisions || Steps and tasks needed in order to advance from one era to the next in the game. In addition, some choice will involve receiving or making payments, which will follow a procedure in the rules of the game. ||
 * ===Processes===
 * Urbanization || The game play and having students move through the game. ||
 * ===Probabilities===
 * Natural disasters
 * climate change || Fate cards will be decided by a spin of the wheel. Players will draw cards with options involving risks of different degrees. ||
 * ===Context===
 * ===Vantage Points===